• src/doors/syncconquer/PROVENANCE.md src/doors/syncconquer/vanilla/tibe

    From Rob Swindell (on Debian Linux)@VERT to Git commit to main/sbbs/master on Sun Jul 26 15:23:20 2026
    https://gitlab.synchro.net/main/sbbs/-/commit/6ed5e2bf11ba41cf0fb56c35
    Modified Files:
    src/doors/syncconquer/PROVENANCE.md src/doors/syncconquer/vanilla/tiberiandawn/intro.cpp
    Log Message:
    syncdawn: the side-pick briefings were the FMV the audio gate missed

    On a terminal that cannot play audio the door skips cutscenes: a silent
    FMV is a poor experience and a lot of bandwidth. Every movie obeyed that
    except one -- starting a new game and picking a side played a full-motion briefing anyway.

    The gate lives in Play_Movie(), which is the chokepoint for cutscenes but
    not for these two: Choose_Side() plays the scenario-1 briefings with
    VQA_Play() directly, so the gate never saw them. Reported against GDI,
    but both sides go through the same code and behave the same way; GDI is
    just the side usually picked.

    Suppression now happens ahead of the GOOD/BAD split, closing and freeing
    both handles without playing either. The movies are still opened above
    it deliberately -- the side-pick screen's interpolated palettes are read
    out of those same files, so skipping the open would break the screen that
    leads into the briefing.

    Red Alert has no equivalent: it plays every cutscene through Play_Movie()
    and was already covered.

    Verified both directions on a no-audio client: with the default gate the
    pick goes straight to the mission, and with [game] movies = true the
    briefing still plays.

    Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>

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